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AlphaAsh

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Everything posted by AlphaAsh

  1. medsouz is working on a wonderful new feature for KerbTown and I'm looking for some help to make the most of it. Each of KerbinSide's launch locations, ie bases, needs a small 'blurb', a nice concise description, approximately 100-200 words, describing what it is, what its features are and any limitations it might have. I'm looking for submissions from the players for this. The grammar and spelling must, of course, be impeccable. A little humour is appropriate for this but don't go mad with that. And obviously you'll get appropriate credit for your work. If you want to help, choose a base, write up a blurb and PM it to me. Please don't be too disappointed if I don't use a submission.
  2. That is a big plane Been busy today putting together the telescope maintenance sheds and a new helipad for the KKVLA. Have I ever mentioned how much I hate staircases? These ones worked straight off the bat (Bob got to the top without having to jump at all) but oh my, I'd forgotten how much stairs bloat a model. It's 4 bloody meg! And that's optimised to all heck. This will eventually sit on top of the control centre for the VLA. Obviously for choppers only and no rovers
  3. Chap, you've made a number of similar posts in this thread which suggests there's something going on with your install or your computer. Try the usual things - reinstalling the game and/or turning down graphics settings. The new runway is no more complex than many of the other models I've been producing and I'm not going to be changing it on the basis of a single report. Alternatively, uninstall it. Always back-up GameData before installing any new mod - then you can easily uninstall by rolling back to the back-up.
  4. The first version of Area 110011's runway is now available for testing at your leisure. Find it in the OP. I'll be adding a lot more to this facility in future releases.
  5. It's possible to make stuff on other planets. KerbTown allows placement of statics anywhere. You could fill in a concave area with modded geometry but 'terrain' is very tricky to model in the same way as conventional statics, especially if you want to blend it into existing terrain well. And caves is doable, although the camera in KSP tends to make 'under and inside' frustrating to play. Considering that Unity is a modern 3D engine and KSP a modern 3D game, I'm surprised that under and inside is so badly supported. It's a decade old limitation that should be gone by now. This isn't MechWarrior 4 anymore. You can place models together with total precision in Unity, so the boundary issue that used to be an issue isn't anymore. I'm going to see if I can widen the model a little then stick two end-to-end. Worth a shot.
  6. The runway's shrunk by 50% now because of collider issues . Basically there's a limit to the size of a collider and number of faces and hard as I tried (pretty much all evening), I couldn't get it to behave. Shame but the good news is it's still 2.4 km long, 95m wide from boundary edge to boundary edge and 80m wide between boundaries. It's at least working now.
  7. On it. Meanwhile, here's the KSO on the runway. And here you can't see the shuttle anymore but you can just make out the nearby VLA (also WIP).
  8. Oh by bumped I meant on my list of projects. The service-road is actually just a straight texture with the detail directly on it. I rarely use bump maps.
  9. Area 110011 got bumped and here's the progress on the runway. Good eh? No wait. Let's zoom out a bit. Still need to zoom out a bit. Big enough?
  10. I'll install your base and check, no problems chap. Regarding the shadow. If you mean the strange wavey lines, that's because KSP's shadow/lighting is rubbish. Try turning up shadow cascades to max and rendering to gorgeous temporarily and you'll see a massive, if unplayable improvement in the shadow-casting. I've yet to come up with a way to counter that issue in my models. Large area mip-maps just garble up low-res shadows. EDIT - Also try compressed TGAs instead of PNGs. You may see an improvement but I doubt it. Worth a shot. Hint, it's binary. Go do the math and you'll click.
  11. I was going to save the reveal until I had something to show but Area 110011 is in concept already. I'll show something when I have something worth showing EDIT - Tested out the first version of the KKVLA dish tonight. See the OP for a preview. Off to bed.
  12. Snjo did some static fuel pumps that actually generate resources. Not sure how they transfer that to a craft though. Might be worth seeing if you can find them.
  13. I've a few different projects for KerbinSide on the go. There's a BIG hint on what I've got planned for one pack in the OP. I've also started on some industrial facilities like power stations, refineries and factories. Another thing I've started on was an update to Tracking Stations but as I've been working on it, that project has gotten a little more extensive. Here's part of the KKVLA under construction in SketchUp: Still lots to do on all of them and I'm taking my sweet time on them as I make more time to improve and learn.
  14. Once I get my hands on Eskandare's buoy you can expect some of the docks already in KerbinSide to get water launch points.
  15. If you mean anything with Firespitter's water launch system, then yes, that's incompatible with KerbTown. I confirmed that with Snjo and it's in the known issues.
  16. This is KerbinSide. B9 is a different mod. That was random.
  17. Argh, yes this. I make KerbinSide with terrain settings on High. No floaty buildings then.
  18. Chap, you been playing with the TARDIS again? Today's the 3rd in old blighty as I post this.
  19. And Arctic Extras is released. The telescope for the observatory and the research dome didn't get finished by my deadline so those will have to wait for a future release. The arctic runway which I wasn't planning for this release did make this release, however. Find the new pack in the OP. Hope you enjoy. EDIT - The All in 1 at Kerbal Stuff has also been updated to v0.35, and now includes the Old KSC Upgrade and Arctic Extras, as well as medsouz's latest KerbTown fork.
  20. New blog entry on making Arctic Extras here: http://forum.kerbalspaceprogram.com/entries/1680-Making-Arctic-Extras To tide over anyone waiting. It's nearly done!
  21. Deselect the item in available assets and the camera snaps back to the vehicle/kerbal. That should eliminate the shakes. If it doesn't, switch through camera modes back to Auto. Hasn't been a problem and I've been pumping out new launch locations in KerbinSide for a couple of months now.
  22. I regularly put WIP packs in the OP. Sorry chaps, it's supposed to be a tease, not annoying. Should I not do this?
  23. IIRC the issue is that for either Southerly or Northerly assets, KerbTown doesn't properly invert part of the co-ordinate. Or something. My wife is dealing with some personal stuff so I don't want to bother her. I was being anecdotal and inappropriately witty. Try firing up KerbTown, get the cords and setting up an asset in RT2's config North of the equator and one South. Then you should see the issue more clealry and be better able to figure it out yourself. EDIT - "It's the East/West value, can't remember which way around it is but KerbTown shows the value as West whereas RT2 (and the Tracking Station) show East (or vice versa). So just subtract KerbTown's value from 360 and it should be correct." - Ravencrow (aka my wife)
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